haelfix Posted August 21, 2016 Posted August 21, 2016 Hmm, I don't think I like that. That means my mods.settings isn't working properly for some reason and I might run into a problem at some point even if it compiles fine. I followed the guide for its setup and the file looks ok upon review. Is there a setting somewhere that might activate that file that I haven't turned on, or is it automatically detected at runtime?
haelfix Posted August 21, 2016 Posted August 21, 2016 Ok I found the problem. mods.settings was actually saved as mods.settings.txt
Neovalen Posted August 21, 2016 Author Posted August 21, 2016 Ok I found the problem. mods.settings was actually saved as mods.settings.txtGlad you found it. :) That should also fix some conflicts that weren't working as intended in other things as well then. :)
haelfix Posted August 21, 2016 Posted August 21, 2016 Is there any recommendation on using a Reshade preset? Is there a problem with the program or is it mostly experimental (or just not the right preset available)?
Neovalen Posted August 21, 2016 Author Posted August 21, 2016 Is there any recommendation on using a Reshade preset? Is there a problem with the program or is it mostly experimental (or just not the right preset available)?Witcher 3 is a beautiful game on its own and I haven't yet used a reshade on it... however I have had my eye on Wild Hunt Adaptive Reshade and Bronze and Silver Reshade for potential first candidates.
AyyMD Posted August 25, 2016 Posted August 25, 2016 (edited) This mod's lit and add a new replayable experience to this game > https://www.nexusmods.com/witcher3/mods/1814/? But it conflict a bit with my friendly hud, have you tried? edit: addded this one also, made the shadow way better > https://www.nexusmods.com/witcher3/mods/1886/? Edited August 25, 2016 by AyyMD
Monobloc Posted August 25, 2016 Posted August 25, 2016 (edited) Neovalen I fail to understand what I have to do to ignore other conflicts / how to solve them ? (the ones you didn't make rules for) Edited August 25, 2016 by Monobloc
rootsrat Posted August 25, 2016 Posted August 25, 2016 Witcher 3 is a beautiful game on its own and I haven't yet used a reshade on it... however I have had my eye on Wild Hunt Adaptive Reshade and Bronze and Silver Reshade for potential first candidates.Check my preset for Elite Dangerous, Neo. I dare to say it works quite well with W3 >> https://www.flickr.com/photos/141027616@N05/albums/72157672507692695
Hackfield Posted August 25, 2016 Posted August 25, 2016 (edited) I'm having a nice time with STLM 2.2.1, godrays are not as awesome as in vanilla, but I compared the game with and without it and I got to say that the overall image is way better for me. Here is a video from Hodihttps://www.youtube.com/watch?v=53UgxRraxio Another recommended mods are:Immersive Sounds fixes several sound problems ( I've deleted the "Place of Power FX" as indicated in the description )Lip Movement and HiRes Shadows on NPCs in gameplay Does what the name suggests Edited August 25, 2016 by Hackfield
bevgar Posted August 26, 2016 Posted August 26, 2016 Hello all and thank you Neovalen for your guide. I was able to mod my game without any issues. However, has anyone tried using nVidia Ansel yet with Neovalen's setup? I'm thinking it might be a keybinding issue. Ansel hotkey in game is Alt+F2. I searched for each of the below entries in my docs\witcher3\input.settings IK_F2=(Action=QuestMarkersToggle) Changed to the following IK_F5=(Action=QuestMarkersToggle) Alt+F2 is not toggling the quest markers anymore however I'm still unable to get the Ansel interface to come up. Running a GTX1080, latest drivers: ver# 372.54. Even tried reinstalling the drivers. Appreciate any assistance on this.
Neovalen Posted August 26, 2016 Author Posted August 26, 2016 i have no trouble using Ansel with the default install options... must be something else affecting it.
Monobloc Posted August 26, 2016 Posted August 26, 2016 I think I'm misunderstanding how script merger works for the guide.. Are we supposed to have only these specific conflicts ? because I have like a ton more of them.
Neovalen Posted August 26, 2016 Author Posted August 26, 2016 I think I'm misunderstanding how script merger works for the guide.. Are we supposed to have only these specific conflicts ? because I have like a ton more of them.No... there are more conflicts but they should merge without user intervention. From the guide:"If a merge has a conflict, a GUI will open asking you to solve each conflict. The following section(s) will show how to resolve any known script merges that require action on the users part. Note that some non-script based mod conflicts are not able to be merged, however the mods.settings file created in the previous section will affect how they are displayed in the tool. Unless otherwise specified, these conflicts are known and can be ignored." Here are some pics of my script merger screens post-merge. Ignore the few conflicts you may not have (Mimic, HQ Faces) as I have a few mods I'm testing in here. :) Purple conflicts have been resolved via mods.settings file (highlighted mod wins). Conflicts in red are not explicitly resolved but go in alphabetical order (i.e. ColoredMapMarkers wins over MapQuestObjectivesFull). Then of course the merged ones are... merged... duh! :)
Monobloc Posted August 26, 2016 Posted August 26, 2016 (edited) It's not my case, I did the proper mods.settings, but i have much more conflicts to resolve by myself, hmm will double check that. Like if I don't resolve these by myself, I can't save and if I quit the GUI the merge is cancelled. Edited August 26, 2016 by Monobloc
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